#if RHI_RAYTRACING
			if (IsRayTracingEnabled())
			{
				RenderDitheredLODFadingOutMask(GraphBuilder, Views[0], SceneTextures.Depth.Target);
			}
#endif

			GraphBuilder.SetCommandListStat(GET_STATID(STAT_CLM_Lighting));
			RenderLights(GraphBuilder, SceneTextures, TranslucencyLightingVolumeTextures, LightingChannelsTexture, SortedLightSet);
			GraphBuilder.SetCommandListStat(GET_STATID(STAT_CLM_AfterLighting));


			//TODO:暮迟-新增-开始
			{
				RenderLightMyPass(GraphBuilder, Views, SceneTextures);
				RenderOutLinePass(GraphBuilder, Views, SceneTextures);
			}
			//结束

			if (SortedLightSet.ManyLightsLightStart < SortedLightSet.SortedLights.Num())
			{
				RenderManyLights(
					GraphBuilder,
					SceneTextures);
			}